Posts for Toad_King


Post subject: Re: Lag count not displaying properly
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Joined: 3/20/2009
Posts: 87
It might be because the N64 emulator (not Dolphin) is running at 60FPS, but the game itself is not. Does this happen with other VC games?
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Joined: 3/20/2009
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I was told to come here and give feedback so I am. :) I hope for next time exhibitions are done more traditional speedruns are shown off. I think some of the super-short runs would be good runs like King's Bounty would be nice to show off.
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Joined: 3/20/2009
Posts: 87
I'm not sure if this is 100% correct but I think Wii DTM files store the USB frames sent by the controller. At offset 0x100, the frames are stored this way: The first byte is the number of bytes in the frame, followed by the frame. Repeat until the end of the file. Unfortunately, I think USB frames are sent at 100Hz instead of 60Hz (I'll have to double check in the source), so any hexing of this will be very, VERY difficult.
Post subject: Re: enable lua in new build?
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Joined: 3/20/2009
Posts: 87
antd wrote:
is it possible to enable lua interface in new builds? http://code.google.com/searchframe#fwGbquBxfFU/trunk/Source/Core/Core/Src/LuaInterface.cpp&q=luainterface%20package:dolphin-emu%5C.googlecode%5C.com&ct=rc&cd=1&sq= the code is still here but not sure if a new build can be compiled with the lua interface enabled.
Lua was broken before it was removed. If you can fix it and get it to run, the other devs might be willing to merge it back in, but I'm guessing they would probably be against it unless someone can step up and maintain it this time.
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Posts: 87
If it's a GameCube game you can verify your dump at redump.org, but I don't know of any list like that for Wii games.
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Joined: 3/20/2009
Posts: 87
Hilarious and mind-boggling run, have to vote yes.
Post subject: Re: Spider-Man 2
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Joined: 3/20/2009
Posts: 87
jlun2 wrote:
Well, I'm posting because after accidentally going through the ceiling during the final boss battle, I input the password "HCRAYERT" and died OoB. I retried the mission, and the credits rolled. With that said, I tested the password in several places, and I believe I know the fastest way to trigger the credits. 1. Start a new game 2. Climb to the top of the starting building, and fall down twice 3. Climb to the top, and skip the tutorial 4. Wait 5. Jump off a building; right before you land, input password. Make sure the white checkpoint disappears before you enter the password, however. 6. Retry mission 7. Good game I'm trying this on dolphin, but it runs at 3% speed. :(
What are your computer specs? Dolphin should not be that slow unless you have an ancient computer or are running the CPU in Interpreter mode (which is only really useful for debugging the recompiler).
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Joined: 3/20/2009
Posts: 87
Just a note: I think the missing text in the ending message is from the texture cache not being accurate enough. You can fix that in Graphics settings under hacks (just set it all the way to Safe).
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Joined: 3/20/2009
Posts: 87
rog wrote:
74 frame improvement at http://dl.dropbox.com/u/11111638/Twilight%20princess2.zip new encode otw http://youtu.be/Zif-0RxXNhM should be up in 10 minutes.
a+++++ would watch again
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Posts: 87
Sorry, gonna have to vote "No". You can activate the ELF loader faster by rolling backwards instead of talking to the guy in front of you.
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Posts: 87
You may get to try that submission after all. The Twilight Hack still works, but it looks like there's an issue with the Wiimote disconnecting while loading it. Not sure if that's just a bug on my end or something else, but it does load up .elf homebrew files.
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Posts: 87
Oh, I see what you're saying now. I'm not actually sure if Dolphin can emulate the StackSmash overflow. Would be interesting if it did.
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Joined: 3/20/2009
Posts: 87
rog wrote:
CoolKirby wrote:
John11 wrote:
Yes! Dolphin with Homebrew Channel with DosBox running Nesticle! Make it happen people =)
It would make a good April Fool's Day submission. (And now that I said that, someone will probably do it.)
Hmm, it'd require using the wiimote to enter homebrew channel, which would make this difficult. I wonder if dolphin can run dosbox via smashstack... edit: can't get keyboard to work in dosbox, and even if it did, i can't imagine it would be recorded, so this is a bust.
Not needed. Dolphin can run homebrew .dol files directly. Can't wait for the Ballion submission.
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Posts: 87
From what I remember, there used to be an option to throttle transfer rate to the rate of the GameCube or Wii drive (depending on game), but I think it was just forced to always on and the option was removed. I don't believe there was any simulation of seek time or anything like that added though.
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Joined: 3/20/2009
Posts: 87
The TASinput branch has all the changes from the savestate fixes branch, but neither have been merged into the main build. Also it's not documentation but here are the structures used for .dtm files: http://code.google.com/p/dolphin-emu/source/browse/Source/Core/Core/Src/Movie.h DTMHeader is the header (256bytes) and ControllerState has the format for GameCube controllers. Each bool is one bit.
Post subject: Re: IMPORTANT: Do not TAS using official builds
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Joined: 3/20/2009
Posts: 87
sonicpacker wrote:
rog wrote:
Specifically, these are dual core must be off, idle skipping must be off, and DSP-LLE recompiler should be used (never HLE).
Idle skipping has never given me any problems.
It depends on the game. Idle skipping basically searches for pieces of code known for "doing" nothing and just waiting idle for something to happen (like a VI) and removes them. This can effect the determinism of some games, while others don't get any code replaced and idle skip does nothing.
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Joined: 3/20/2009
Posts: 87
jlun2 wrote:
Toad King wrote:
Did you also record with dual-core off and idle skipping off? Those settings can also cause desyncs.
I just checked, and it seems they're both on. I'll try turning them off. Edit: It seems to sync now. Thanks!
Yeah, you got a little lucky there. Those two options can make some recordings unsyncable unless under perfect circumstances. I highly recommend only recording with both options off.
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Posts: 87
jlun2 wrote:
Excuse me, but how do I dump frames into an avi file without causing desyncs? To be exact, the input doesn't desync, but instead the randomness is non-deterministic. I'm TASing Kirby's Air Ride, with every setting at default except I used LLE, since other audio options causes non-deterministic playback.
Did you also record with dual-core off and idle skipping off? Those settings can also cause desyncs.
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Joined: 3/20/2009
Posts: 87
CoolKirby wrote:
I'm on the HomeBrew channel, and CleanRip is not showing up. I tried extracting the .dol file into a single folder called "CleanRip", and it still doesn't show up.
It has to be in a folder called "apps" at the root of the SD card, then in its own folder. Also remember to put both the boot.dol file and the meta.xml file in it.
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CoolKirby wrote:
OK, so I install BootMii (Homebrew Channel), then CleanRip, then SmashStack, then run CleanRip?
No, you use SmashStack to install the Homebrew Channel, then run CleanRip from the channel.
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Joined: 3/20/2009
Posts: 87
CoolKirby wrote:
Actually, upon further inspection, all of the ISOs I checked seem to be the same dump up for download on many diverse websites. It's weird that no one ever uploaded the correct dump. Is there a quick way to modify a Wii, dump the game, and un-mod it?
Normally you would be able to just use an exploit to run your program without installing anything, but disc dumping programs require special hardware access, that only the Homebrew Channel can provide. You can install the Homebrew Channel, copy the disc with something like CleanRip, then uninstall the channel and nobody should notice, except Nintendo if you end up having to send the Wii in for repairs. Basically, if the Wii is already out of warranty, there's no real downside to it.
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Joined: 3/20/2009
Posts: 87
Ilari wrote:
A frame is every time the controller is polled. Which for dolphin is 60 times a second for any NTSC game. Even if it is a 30 fps game.
This is true only for GameCube controllers. Wii controllers are polled at the USB clock, which the emulation is a little fudgy on. ( http://code.google.com/p/dolphin-emu/source/browse/Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_usb.cpp#491 )
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AngerFist wrote:
sonicpacker wrote:
Input display is already built in, and bzb implemented rapidfire with the TAS input yesterday. He just hasn't released it to the public.
I am curious why he isn't part of team Dolphin. Instead of working by himself, he should officially join them.
Yes, he should get on Dolphin's IRC channel and show his patches so far and ask for commit access. At least when I joined, there were fairly lenient on giving people commit privileges.
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Joined: 3/20/2009
Posts: 87
Slowking wrote:
rog wrote:
Pretty sure the newest version of the more-save-fixes branch is the best right now, though i haven't tried anything after this change, so i don't know if there are any bugs introduced after that. However if you use anything before January 4th, you won't be able to update to a newer version later, as your movie won't sync anymore.
I thought those fixes were in the main version by now, aren't they? Edit: If I read this correctly then yes the branches are merged: http://code.google.com/p/dolphin-emu/source/list So you could jsut pick up the newest version from here: http://www.dolphin-emulator.com/download.html?lang=de
The more-save-fixes branch has not been merged yet. There was some previous deterministic changes that have been merged though.
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I would actually try waiting for nitsuja's savestate changes to get merged in, since they're looking like they might help with savestate desyncs.